.

I like it, though with mobalization it should require Nationalism not fascism. Also, why the negative to science? Typically during war there are great sparks of innovation think of all the tech that was developed in the USA during WWII.

As for Mass Conscription, maybe it would allow for building of a new unit: Political Officer. It would completely negate the effects of withdraw.

For Professional Army, maybe all units created when this civic is started should have at least one extra promotion?
 
I think Warlords should become Militia to better fit later on, as in the RL Revolutionary War...
 
They sound good!
Atelast let me have a go:


Militia (low)
(start civic), the millitary are made up of the people, there is no real military

Personal Armies (high)
the millitary is controled by those rich enough. These troops are loyal to their paymaster generals, not their paymaster general's rival

State Armies(low)
the military follows orders from the leader and are totaly loyal to him(her)

Proffesinall Army(medium)
a military loyal to the country. Troops follow orders from the Leader, generals and advisors. In short, a modern army

Guerrila Forces(none)
there is no military except for civil defence foundations, so there can be an organised militia when needed
 
I like the idea. You would really need to play test it before you can decide if it's balanced or not. I do think though that Modilization should be more like it was in Civ 3 where you can only build Military buildings rather than eliminate building contruction all together.
 
I have done a major overhaul of my civics setup, removing the Legal category replacing it with a Military one. Here are some viable options with tactical advice:

Warrior Class (default): +1 happiness from each military unit
If military leadership is limited to the highest social classes, these can help the ruler to control the population.

Professional Army (Currency): -25% military unit production, +3 experience points
These armies are well trained, but costly.

Nomadism (Horseback Riding): 30 free units, produce military units with food, -40% commerce
Useful for early-game warfare.

Conscription (Military Tradition): Can draft 5 units/turn, 0.2 free units/citizen
The only choice for total warfare.

Self-defense Force (Constitution): +50% trade route yield, +100% war weariness
A good choice during long periods of peace and stability.
 
Heh, might as well jump on the band-wagon. I added military civics as the sixth option, so they're not intended to replace anything. While the names and techs differ somewhat, they're eerily similar to Optimizer's setup.

Militia (default) - No upkeep (since it's the sixth category)
Your basic Oh-My-God-is-this-the-best-we-can-do?-we're-all-gonna-die!-rabble

Levy (Civil Service) - Military produced with food
Seemed like the one civic where the effect would fit. Much like militia, but less momentary.

Mercenary (Currency) - +50% Military production, -25% WW, +1 gold per unit
This is also supposed to represent an early Professional Army (they're all paid killers anyway:crazyeye: ). The pay attracts more people to join the ranks, hence the unbalancing MP-bonus.

Standing Forces (Gunpowder) - +25% MP, -50% WW, +1 GPU, +2 XP
Way over the top? Not with "Very High Upkeep" (a new upkeep category). Supposed to represent a uniformed, permanent defense force. A bit problematic to place on the tech tree, given that Standing Forces existed before emerging in 17th century Europe, but anyhoo. A little more "eurocentrism" don't make much difference.

Conscription (Constitution) - +3 Conscripts, free units, +25% WW.
See, a choice between following the upper or lower branch to a military civic, and not one which further benefits beelining to cavalry. With the war weariness hit (which warrants a corresponding -25% WW from Nationhood IMO), this is supposed to be a cheap, defensive alternative to SF.

Regardless of which military civic-pattern you go by, most, if not all, Aggressive leaders should have favorite civics in this category.
 
Good ideas guys, and I like your setup, Holistic. There is something I would change, though:
Mercenary (Currency) - +50% Military production, -25% WW, +1 gold per unit
This is also supposed to represent an early Professional Army (they're all paid killers anyway ). The pay attracts more people to join the ranks, hence the unbalancing MP-bonus.
That seems too overpowered. Changing the gold per unit to +2 or +3 would make more sense and would balance it out.
 
Yeah, I tried with +2 gold, but it made the civic overly difficult to maintain when waging offensive war, which sort of goes against what it's supposed to model. Then again, with enough pillaging (which suits the civic) that's not a problem. Other options would be to instead reduce the number of free units (also makes it harder to wage offensive war), to have a high upkeep or to have a penalty on experience for new units.
 
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